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Mana Regeneration

Mana Regeneration

How/where can you view your sovereign's mana regeneration rate?

 

Thanks.

17,450 views 31 replies
Reply #26 Top

IIRC A_manaregeneration should be at the bottom of any custom factions you create set to 1. Setting this higher "should" give X mana per turn where X is whatever you set it to.. thats world map turns not tactical though.

Reply #27 Top

So, my only question is this: if mana regen can be increased in the future along with the mana pool, so long as magic is the same strength won't stacks of channelers be crazy overpowered? Like, I have all my kids in a stack, for instance. How would you challenege four dynasty channelers?

Reply #28 Top

Quoting hfbrooklyn, reply 27
So, my only question is this: if mana regen can be increased in the future along with the mana pool, so long as magic is the same strength won't stacks of channelers be crazy overpowered? Like, I have all my kids in a stack, for instance. How would you challenege four dynasty channelers?
End of hfbrooklyn's quote

Global mana in 1.1 works considerably differently. If you're gaining 4 mana a turn and use 6 channelers to cast 6 spells that all cost 10 mana, you'll spend over 20 turns before you have that mana back.

The difference is that you can increase it from 4 to 5 and gain more mana, without something crazy like having all 6 channelers gaining more mana at the same time. It's much more fine grained, and one really powerful channeler could keep casting spells turn after turn by using that mana.

Reply #29 Top

Quoting hfbrooklyn, reply 27
So, my only question is this: if mana regen can be increased in the future along with the mana pool, so long as magic is the same strength won't stacks of channelers be crazy overpowered? Like, I have all my kids in a stack, for instance. How would you challenege four dynasty channelers?
End of hfbrooklyn's quote

I'm still hoping that the devs will make Essence important again by making it the per-turn mana spending cap for a given caster on the main map and per-battle cap in tactical mode.

Without something along those lines, I don't really see a path to making the magic-focused 'tank' sovereigns that were part of the original plan. It looks like stuff is going to boil down to maxing arcane research and mana production, which for me makes magic feel an awful lot like, oh, the petrochemical industry. Interesting on some levels, definitely useful, but not something given to setting scenes like Sauron losing his Ring.

Reply #30 Top

Quoting GW, reply 29

I'm still hoping that the devs will make Essence important again by making it the per-turn mana spending cap for a given caster on the main map and per-battle cap in tactical mode.

Without something along those lines, I don't really see a path to making the magic-focused 'tank' sovereigns that were part of the original plan. It looks like stuff is going to boil down to maxing arcane research and mana production, which for me makes magic feel an awful lot like, oh, the petrochemical industry. Interesting on some levels, definitely useful, but not something given to setting scenes like Sauron losing his Ring.
End of GW's quote

Yep, i hope that the stats are more than "You are able to cast spell x if you have stat y", too, because it is boring and there is no need to increase a stat beyond that point.

INT could increase the damage of spells (base damage x INT x 0.1) or could be the maximum mana a character can spend per turn, as you suggested.

WIS could increase the spell resistance, if there is one in 1.1, (base spell resistance x WIS x 0.1) or could be the maximum mana a character can spend per turn, if there is no spell resistance in 1.1

Reply #31 Top

Quoting GW, reply 29

I'm still hoping that the devs will make Essence important again by making it the per-turn mana spending cap for a given caster on the main map and per-battle cap in tactical mode.
End of GW's quote

That's an interesting idea - so spending your essence to create new casters, the main effect being that you can cast more spells per combat with those extra casters, is balanced by being able to cast more spells with a single caster (the Sovereign) if you keep that essence instead. It'd make nearly no difference then, entirely up to the player whether you prefer one caster that can cast 3 spells or 3 that can cast 1 each - which is, I think, a good thing, there are plenty of other places to create tough decisions, I'd personally like it if the choice to imbue a champion was purely preference and not determined by game balance. It's certainly better than an artificial limit that's difficult to balance properly, such as a mana maintenance penalty per caster.

Without something along those lines, I don't really see a path to making the magic-focused 'tank' sovereigns that were part of the original plan. It looks like stuff is going to boil down to maxing arcane research and mana production, which for me makes magic feel an awful lot like, oh, the petrochemical industry. Interesting on some levels, definitely useful, but not something given to setting scenes like Sauron losing his Ring.
End of quote

Of course creating a Sovereign like Sauron is another issue entirely, we need more spells that contribute to that kind of hybridization (i.e. research magic and get ways to become better as a melee, rather than simply becoming a pure caster that relies on damage spells and summons). Not to mention a rebalance of sovereigns/champions vs. units to make wading into melee with one nonsuicidal (i.e. no single unlucky defense rolls getting you killed), which basically means an entire revamp of the combat system.. well much of this is changing in 1.1 anyway, and in the next expansion if not then.